This complete history combines the August 16, August 26, and August 28 editions and was verified against the live release through August 27.
The project did not assign version numbers to these changes.
Music and sound effects now have separate controls. When music is enabled, the main theme gives way to battle music while enemies chase or attack, then returns after danger clears.
A responsive action splash now carries the Web launch into the game. If startup fails, the overview link remains available and keyboard focus moves to a touch-safe Retry action.
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Richer fields and a clearer fleet path
All 20 hulls now form one progression ladder: each next hull requires its immediate predecessor at Mk 5. Mk 6–10 upgrades remain optional for unlocking the next ship.
Ore value now rises with field level from 1 to 35 Credits per cargo slot. Asteroid grades make richer fields visually distinct, while field markers state the exact value and recommended ship Mk without relying on color alone; lower-Mk pilots can still attempt the raid.
Hull, weapon, system, and miner actions keep row-local Locked, Need, Syncing, Queued, Pending, success, failure, and Retry feedback.
Account & Settings now offers High, Mid, and Off particle quality. Mid uses half the authored particles; Off hides particle emitters while preserving lights, beams, glows, and audio.
Leaner browser delivery
Supported browsers now receive the game’s WebAssembly runtime and content package with Brotli compression.
Gameplay, progression, and saved state are unchanged by this delivery update.
Account and launch reliability
Authenticated players now wait for the restored wallet and hangar snapshot before purchases, upgrades, loadout edits, hull selection, or cargo banking resume.
The last confirmed wallet and hangar remain visible while a connection is restored.
Game-host entry routes now lead directly to the playable experience.
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Smoother combat progression
Opening-field Scouts now scale to the active ship family and hull level, keeping the first combat objective readable from Corvette through Destroyer.
Later fields use a smoother health curve and tier weighting, while patrols begin pursuit only inside their actual detection range.
Selective hull loading and pooled explosion effects reduce mobile startup and combat-impact stalls.
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Survival fields, stations, and assignments
Ten asteroid fields now sustain 105 ordinary enemy slots plus a four-ship caravan, backed by six weapon types and Split or Focus targeting modes.
Every field has a five-level personal mining-and-defence station with production, storage, turrets, upgrades, and collection.
Each built station can add one 500-Credit mining freighter that contributes 4 Ore per minute.
Seven device-local assignments track mining, enemy tiers, Genome recovery, and caravan completion, with progress counted before acceptance.
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A clearer interface and heavier flight
A responsive HUD, radar, Shipyard, and account surface now share one visual and interaction system.
Hull families have more distinct physical scale and inertia, and assisted orbit speed changes with distance from the sun.
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Fleet combat and sector expansion
Automatic hardpoint combat expanded across all 20 playable hulls, with three, four, six, or eight independently armed groups by family.
Solar and outer-sector radiation, mineable wrecks, Genome cargo, evasive maneuvers, loadouts, and expanded radar deepen each run.
Enemy fleets now draw from 17 complete modular ship families across Scout, Fighter, and Heavy tiers.